All ideas tagged "m movement prefix"

Prevent giants from accidentally moving on top of a boulder in Sokoban, which incurs a luck penalty. This is probably most easily done by only allowing them to move on top of an unpushable boulder by prefixing the move with m.

Another possibility is just to prevent giants from stepping onto boulders in Sokoban at all, giving a message “The ceiling is too low for you to step over this boulder.”

#3265

 · 
vanilla

Add YAFMs:

  • Combat messages produced when you attack a hallucinogen-distorted fog cloud are replaced by “You attack thick air.”
  • When you try to engrave when engulfed by a dust vortex: “You try to write in the dust, but it won’t stand still!”
  • When you get out of an air elemental (that you didn’t kill) while hallucinating: “I don’t think we’re in Kansas anymore.”
  • When you attempt to move into a Mordor orc with the m prefix: “You fail to simply walk into the Mordor orc.”
  • When a sasquatch is blinded by a camera flash: “Unfortunately, that picture’s probably going to come out blurry.”

#2875

 · 
vanilla

For variants that have giants as a playable race: A giant who uses the m prefix before moving onto a boulder will step onto that boulder without pushing it, whether or not the boulder has been pushed up against a wall. (Monster giants step over boulders not against walls all the time.)

#2331

 · 
vanilla

You can displace peaceful monsters (but not shopkeepers, priests, or Quest leaders) by either walking into them (as the default choice) or by walking into them preceded by the m key.

#2244

 · 
vanilla

When you try to move onto a known trap with the m command, the game interprets it as you specifically trying to avoid the trap you already know about, and your chance of triggering it is greatly lowered.

#2234

 · 
vanilla

Using the m command to move yourself into a pit makes you lower yourself into the pit without taking any damage (so you can easily get items and other things in the pit). Maybe a spiked pit still deals a bit of damage, maybe not.

You can convince peaceful intelligent monsters to join your cause (taming them) by chatting with them. The outcome depends on several factors: your respective alignments (lawfuls have a very hard time recruiting chaotic monsters), respective levels, respective races, your Charisma (which should be a large factor), and possibly others. Failing might turn the monster hostile, or do nothing. You only get one attempt per monster; if they don’t want to join you, trying again will never work. More complex behavior could possibly be implemented with the monster demanding something from you or making you do something before they will follow you. E.g. “I’ll only join you for 100 zorkmids,” or “Bring me the helms of three goblins to prove your worth!”

Internally, this would probably work by having a new flag “recruitable” on a monster, which is only set to true when a monster generates as peaceful (and is not set at all for certain monster types like shopkeepers and priests). Chatting first checks this flag: a taming attempt is only made if it is true, and it is set to false regardless of the taming outcome. Some peaceful monsters of a recruitable species could also generate with the recruitable flag as false.

To avoid this conflicting with existing #chat, there are a few options:

  • Recruitment attempts only happen when you use the m movement prefix before chatting. This has the disadvantage of not being very discoverable.
  • Chatting to recruitable monsters could bring up a menu of possible things to discuss with them, one of which is recruiting and another of which is regular chatting. This has the advantage of being extended to other possible interactions in the future.
  • After the regular chat interaction occurs, you are asked if you would like to try recruiting them. There could be an option that disables this prompt.

#55

 · 
vanilla

While wielding a polearm and attempting to move in a direction where there is a monster 2 spaces away (and no monster 1 space away), attack with the polearm instead of moving. Also attempt an attack for monsters 2 spaces away diagonally if polearms are Expert. To hit a monster a knight’s move away, it still has to be applied. If preceded by the m key prefix, move into the space normally and don’t try to attack.